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Added option for locking containers (Containers owned by clan are lockable/unlockable for all members of that clan)
A map marker will now point to where you died
PvP death notifications should now appear when a player logs back in after being killed offline
Arrows can now be picked up by players after they've hit something unless they break on impact
When multiple players help kill a monster the XP is now distributed among everyone that contributed damage.
Thrall specialty recipes should now be in the recipe slots, not the Thrall slot
Fur can now be made into leather in a tannery
The screen edge effect for temperature (de)buffs have been modified to be less intrusive
Doors and gates will now close automatically after about 30 seconds
The Cry-for-Help radius of humanoid NPCs have been reduced significantly. This will make it a bit easier to break camps and not have to face hordes of enemies all the time (although it will still happen if the player is not careful).
Crafting times have been tweaked for most recipes in the game to about half. This change will be most notable for weapons and ammunition such as bolts and arrows. Some food items are also significantly affected
Dragonpowder and Explosive Jars no longer have decay timers
Added pop-up hint to Star Metal meteors when players try to harvest the outer shell with tools. Star Metal core can now be harvested with all tools, but steel tools give the most resources

Full notes

Hey! It's time to update. We've released a new patch for the PC version. Make sure you restart Steam to get the latest version of the game.

This patch contains three weeks of changes and gameplay updates, chief among them a quick revamp of the temperature system.

See below for the full change log:

TL;DR
Added option for locking containers (Containers owned by clan are lockable/unlockable for all members of that clan)
A map marker will now point to where you died
PvP death notifications should now appear when a player logs back in after being killed offline
Arrows can now be picked up by players after they've hit something unless they break on impact
When multiple players help kill a monster the XP is now distributed among everyone that contributed damage.
Thrall specialty recipes should now be in the recipe slots, not the Thrall slot
Fur can now be made into leather in a tannery
The screen edge effect for temperature (de)buffs have been modified to be less intrusive
Doors and gates will now close automatically after about 30 seconds
The Cry-for-Help radius of humanoid NPCs have been reduced significantly. This will make it a bit easier to break camps and not have to face hordes of enemies all the time (although it will still happen if the player is not careful).
Crafting times have been tweaked for most recipes in the game to about half. This change will be most notable for weapons and ammunition such as bolts and arrows. Some food items are also significantly affected
Dragonpowder and Explosive Jars no longer have decay timers
Added pop-up hint to Star Metal meteors when players try to harvest the outer shell with tools. Star Metal core can now be harvested with all tools, but steel tools give the most resources

Temperature system changes
The temperature system will now change more slowly - meaning that moving from one area to another will still apply the same temperatures but it takes longer to reach the target temperature
Changed temperature system popups. Temperature system now progresses (from coldest to hottest); "Frostbite, Extremely Cold, Very Cold, Cold, Normal, Hot, Very Hot, Extremely Hot, Overheating"
Drinking from the waterskin and the water-filled flasks will now give a cooling effect.
Swimming reduces temperature by a small amount.
It should now be possible to eat ice and get a cold buff
Fixed damage on "Very Hot" buff, "Very Cold" buff and "Extremely Hot" and "Extremely Cold" buffs. The damage has been removed from the "Very" versions and slightly lowered for the "Extremely" versions
The screen edge effect for temperature (de)buffs have been modified to be less intrusive
Frost bite damage has been increased
The following items now provide correct temperature protection:
- Sandstorm Breathing Mask
- Darfari Speaker Mask
- Leather Workgloves
- Climbing Gloves
- Climbing Boots
- Black Hand Vest
- Black Hand Trousers
- Relic Hunter Turban
- Relic Hunter Shirt
- Relic Hunter Gloves
- Relic Hunter Trousers
- Relic Hunter Boots
All of the above now grant anti-heat bonuses, except for the leather workgloves that give a +2 temperature.
Exile Heavy armor now increases temperature as follows:
- Normal: +5
- Exceptional: +8
- Flawless: +13
Exile Medium armor now increases temperature as follows:
- Normal: +5
- Exceptional: +8
- Flawless: +13
Reptile armor now decreases temperature by a total of -15

General Bug Fixes and Improvements
Added option for locking containers (Containers owned by clan are lockable/unlockable for all members of that clan)
Removed the mighty invisible wall around an NPC camp tent so it would stop blocking arrows
Fixed an issue where doors in The Dregs dungeon wouldn't open
Fixed an issue where the client would crash if an item disappeared from your hotbar and another item was placed on top of it
The inventory that opens when interacting with unconscious players now has navigation
It should now be possible to build on Static Meshes
The NPC resurection wizard has re-learned an improved version of his resurrection spell that should now bring NPCs back to life correctly
Players can not build foundations on foliage buildings (most Acheronian buildings are)
Shellfish trap now has collision with players and NPCs
Windows, doorways and fences should no longer snap part way up foundations
Mitra has graced his T2 and T3 altars with his presence, and the flames should no longer be offset
Komodos should now die properly, open-mouthed with their tounge sticking out
The dead NPC that drops Razma's journal 3 should now have a face that doesn't look messed up
PvP death notifications should now appear when a player logs back in after being killed offline
You should now be able to use items when they're in containers (click the "More" button)
Dying from poison should now show the name of the person who poisoned you
Items that don't need to be on your hotbar should no longer appear on your hotbar when crafting them
Equipping arrows to a bow in the radial menu will add the arrows to the bow properly
Fixed a case where players could lose movement control and the ability to chat if they opened chat with Vanity Cam activated
Fixed some issues where players were not allowed to build in places where they should
Female characters should no longer spawn in as men with massive schlongs
Fixed an issue where characters could temporarily lose their saved appearance when logging in
You should no longer be able to sprint in the air
Closed up a hole in the ruins to prevent players from placing bedrolls inside it
Extended the wooden backplate on all trophies so they can be attached properly to walls
Stacksizes of trophies have been increased
Hyena Head Trophies can be placed on the outer side of walls.
Small correction to the cold stage 3 buff where it did not do hunger damage
Updated Lore Objects Table updated with placeholder images for notes
The Kingslayer Polearm now uses stamina as intended
Exceptional Star Metal Hammers no longer requires the player to know a recipe they can't learn anywhere
Arcos The Wanderer no longer teaches the player an emote they know by default. Arcos now teaches the "Clap Small." emote
The Stygian Brazier and Stygian Tripod Brazier should now have the correct names
It should now be easier to place down placeables
Shemite and Zamorian dancer outfits are now available from armorer thralls
Cooking thralls can now be placed at stoves
All T3 Carpenters give recipes for; Flawless Crossbow, Flawless Heavy Crossbow, and Flawless Hyrkanian Bow. These can all be crafted by the player once they've learned the base feat for each item
Players should no longer be prompt spawned when trying to enter The Black Keep
NPC's should no longer spawn on the archways above Skulker's End
Harlot diary page on The Broken Highway has been relocated to the river area
The Keychest in the Abandoned keep should no longer give you keys if you already have one
Updated the Underwater breathing buff to not check every tick
Giant King (and ghost version) should now have a hitbox and can be damaged
Wall braziers can now be destroyed
World Loot Chests can be destroyed by punching them (about 8 hits)
Added mechanics to allow players to lock/unlock containers
Arrows can now be picked up by players after they've hit something unless they break on impact
Fixed an issue where players could make foundations float

Balance and Gameplay Fixes
AI improvements - Split ranged and melee fighter behaviors. Allowed move and shoot for archers
Directional movement now rotates entire character instead of blending different rotated animations when using gamepad and playing in third person
Undead creatures should now do damage properly
Fixed some wrong spawn entries which spammed the logs
Added pop-up hint to Star Metal meteors when players try to harvest the outer shell with tools. Star Metal core can now be harvested with all tools, but steel tools give the most resources
Dragon Hatchlings (both red and green), Green Dragon and Crocodile
Boss should now be tougher and drop correct resources
Thrall specialty recipes should now be in the recipe slots, not the Thrall slot
When multiple players help kill a monster the XP is now distributed among everyone that contributed damage.
It should no longer be possible to do damage with an Avatar once the summoning duration has ended
Added an option to disable autowield. The default is off, which means autowield/autosheathe. If the option is turned on sprint will not work unless your hands are empty. Players can still press X to sheathe when in automode to achieve a similar behavior
Fixed the water volume in the lake near the 3 towers
Added correct collision to Acheronian ruins to prevent players from getting stuck
A map marker will now point to where you died.
You should now gain the correct amount of experience points when discovering something
Black Ice is now a required ingredient in repairs for Black Ice recipes
Fur can now be made into leather in a tannery
Recipes for: Honeyglazed Roast, Honeyed Eggs, Mystery Meat Soup, Honeyed Gruel, Honey Jerky, Honeybread, Ice Tea have been added to cooking thralls
Black Ice is now a required ingredient in repairs for Black Ice recipes
Reduced the weight of hardened steel armor and the Silent legion set
Players should no longer repeatedly be able to dismantle/craft Explosive Jars for infinite XP. Dismantled Explosive Jars no longer refund Earthenware Jug or Dragonpowder
Reduced the amount of berries required for Berry juice
Made it possible to place Shellfish traps in shallow water
Fixed root motion attacks on Death Knights, Crocodiles, Wild Boars and so forth. This change will make the monsters use their attacks properly and also not teleport at the end of the attacks
Loot specific to The Frozen North should now be available in loot chests in that area
Ice + Glassflask in a campfire will now make a filled Water flask
Thirst will now automatically replenish itself to 100% when first submerged in water
Minor tweak to loot tables to add bolts.
The Cry-for-Help radius of humanoid NPCs have been reduced significantly. This will make it a bit easier to break camps and not have to face hordes of enemies all the time (although it will still happen if the player is not careful)
Crafting times have been tweaked for most recipes in the game to about half. This change will be most notable for weapons and ammunition such as bolts and arrows. Some food items are also significantly affected
Reduced the droprate of Black Ice for the Ice Rocknoses. Tier 3 Sandstone fences now have the correct material costs
Tier 3 sandstone fences now have the correct material costs
Boars, Bears, Crocodiles, Rhinos, Frost Giants, and Death Knights should no longer teleport after they've finished charging
Dragonpowder and Explosive Jars no longer have decay timers
Glacier-crack now does less damage
Crafting cost for Pillars have been reduced by 50%
Crafting cost for Hardened Steel and Star Metal hammers have been increased
Telith's Lament, the Kingslayer Polearm and the Deathbringer axe have had their stats adjusted upwards
Black Ice Longsword and Broadsword should now have different stats
Hardened Steel spears should now have armor penetration
Armor penetration has been increased for daggers
Damage on daggers have been lowered
Doors will now close automatically after about 30 seconds
Black Ice recipes, Silent Legion recipes and the King Beneath polearm recipes should now requrie the player to know Starmetal or Hardened steel feats before learning them

Cinematics
Moved a ghost cinematic to the correct location
Added falling boulders and frozen rocks

Performance and Tech Fixes
Fixed an issue where parsing remote address with no port produced port number zero instead of default port
Various minor tech fixes
Fixed an issue where precaching would break mods
Various crash fixes
Fix for local weather controller and rain/snow environments
Fixed Nvidia Ansel functionality not working properly in the Highlands
Increased the Nvidia Ansel range a bit for non-admins
Fixed missing BP_ServerSettings default
Data tables re-export, re-import and localization regeneration
Changed priority on how buildings are loaded in. Buildings closer to the player are now prioritized. This, along with containers being lockable, should help combat "ghost raiding"
Set up asyncronous loading and cache handling of building items to prevent stalls and overeager memory usage
Code improvements for character creation
The loading screen should no longer last forever
Removed log spam for creatures failing to spawn
There should no longer be log spawn when equipping Black Ice Wooden Ceiling and Doorway
Auto-running with the map open should no longer crash the game
The loading screen shouldn't disappear and re-appear for a few seconds during loading
Added a BuildingPreloadRadius-server setting
TickFunction cleanup and optimizations
The Abandoned Keep map has been split from the teleporters that are now placed in their own level. This should hopefully reduce the amount of assets loaded at the same time in

Audiovisual Improvements
Runestones without written lore no longer have the lore display pop up
Minor inventory UI updates and improvements
Visual improvements to Server Settings UI
Text fields are now as big as they should be
Behind the scenes fixes and improvements to character creation
Improved snow particle effect and fixed visibility issues with weather
Optimized bushes
Re-fixed the sidebars for the new crafting stations.
Grease orbs should no longer leave a weird line effect when thrown at walls
Fixed an issue where corpse near spawn area looked distorted
Added additional animations and tweaks to crocodiles
Improved buttons in Feats window
Hosting player should now have a nameplate on a single-player/co-op server
Updated graphics on the radial menu so it's consistent with the shortcut bar
Changed and muted audio volume for weather because it ruined all other sounds
Labels on hotbar should now update to reflect current keybindings
The inside face on Black Ice reinforced Walls should no longer flicker
Various animation fixes for Frost Giant, Death Knight, Sewer abomination and other NPCs
Slope tilting corrections and adjustments for elephant and mammoth
Fixed the textures on the Children of Jhil monster
Fixed hitboxes for scorpion attacks
Tweaked Shaleback ground smash attack so it can't rotate right after it smashes the ground
Added some anticipation to the crocodile basic attacks
Gave scorpion tail attack longer anticipation and more recovery time
Updated Avatar User Interface
Fixed flipped Acheronian wall piece near Dogs of the desert
Fixed a floating fence in dogs of the desert camp entrance
Replaced Camp watchtowers with Static ones. (so they can be seen from far away)
Half-buried Ymir statue should now have collision
Drawing your weapon and harvesting iron ore should now have the correct sounds
Highland trees should now have sound when they are chopped down.
Replace barrels in the Highland camps with barrels players can't destroy
Replace beds in the Highland camps with beds players can't destroy
Fixed compression artifacting on lore tablet glow
Black/White Ice should now look the way they should
Fixed grass materials so they look right from all angles
Bracketed Torch should now use the correct fire texture
Increased radius for lightsources
Red and green dragon hatchlings should now have the proper collision
Make dryer visually update when putting in dried fish/raw fish/meat/dried meat
The spikes in the black keep spike traps should now come out of the walls as they kill you
Frost temple - the Smith no longer spawns inside the Frost Smithy.

I have been playing solo with the testlive and they are really doing a good job cleaning up a lot of the little things and I think the game is in a much better place than right after the north dropped. Still could use a lot more content but we will get there I guess.

Really, I'm just waiting for the big thrall stuff. To me, thralls seem like the major thing that sets this game apart from its competition and right now what we have is a bare-bones version of it. If they can deliver on what they have spoken about for goals and aspirations for the thrall system, eventually it will be really kick ass. But first they need to improve AI, pathing, and combat because it's all tied together and none of it is great. It's passable, but not great.

They fixed the black ice issue. You can harvest tons now. Watched the live stream today. Tons of new building content is coming next week, also dressing and arming thralls (archers, warriors, dancers only). some big UI changes. Repair system change, now repair kits. They are not sure if weather changes will be ready by next week.

But I'm also a bit leery of doing that yet, until they can fix the mysteriously disappearing thralls. I had two dancers cease to exist, and I've had archers disappear from my walls in both my original desert base and also my new northern base. I mean, I guess there's a chance that someone PVP'd them, but I haven't noticed anyone else's archers disappearing or getting killed so I'm gonna assume nobody has messed with mine either. I think they're just bugging out and disappearing.

Gauging interest in the server here. We ran out of funds 2 months ago, I have been floating it (again.) I noticed a steep fall of over those 2 months (Only 1 person logged in last month, and only once.) Bill is up today. 6 Days to pay it before it goes poof.

Is there a way to do a server backup and then let it die for like, another 3-6 months, and then do a server restoration at a later date with the backup?

I haven't been playing it, and I don't really plan to play it anytime soon. But I've still got my eye on it for once it gets more feature complete.

I feel the same way, every time a patch comes out I play around with the features, and you can tell there is a good foundation, but at this point I’d rather wait until release before putting hundred of hours in this thing.

The new animal ai is really nice, though. I regularly run up on hyenas raiding shaleback nests or fighting ostriches, very cool.

I haven't been on yet to check out the new AI, but in my opinion - AI in general is the weakest part of this game. Human NPC AI is the worst. They float in the air, get stuck in tables, the floor, and other geometry. They run around in circles. They do all sorts of really buggy things.

I also really want mounts. Crossing the map takes forever, especially when trying to make resource or thrall runs from the lower map to the upper map.

They also need to add so many more items in general. The "roleplay" potential in this game is very high and the more outfits they can give, the more dancer options I get, the more I can customize my soldiers the better.

They also need to add like 10 different dance animations and let players set their dancers to use a specific dance. I'm tired of my sexy belly dancers doing the Russian cossack dance.

The newest update is here! We've got a lot of new additions as well as fixes to the game so make sure to update your client and check them out. Also, be sure to read the Dev Blog as it contains additional and important information regarding the new content.

Introducing the modification system! You can now improve your weapons, tools, and armor with a host of modifications using kits. They can be used to improve certain aspects such as increasing damage on a sword, or improve harvesting on a tool!

Weather System

Only available in the north so far. The system allows for more dynamic changes in rain, snow, wind, and fog! Rain now puddles on the ground, but beware: if the weather grows severe enough, a thunderstorm might come.

New Armor Sets

This includes Aquilonian (medium) and Zamorian (cloth). Both include very good stats for their tier and will give attribute boosts once the new perk system is implemented.

Improved Thrall Capture Tools

This patch adds iron and steel truncheons for knocking out thralls, and higher tier bindings (rawhide, leather, and chain) for dragging thralls for longer distances.

New Weapons

New weapons include Acheronian weapons, two new axes, a new studded mace, and a corseque (pole weapon).

New Building Pieces

Ladders can now be built! Other pieces include inverted sloping walls, hatch frames, and hatches.

New Tools

Sickles have been added for harvesting fiber, and cleavers for harvesting meat.

Thralls
Thralls will remain in combat and can keep attacking after teleporting to the player while in combat
It's no longer possible to equip a thrall with a two-handed weapon with an offhand item
The Thrall character sheet will now update correctly when items are placed in equipment slots
Placeable thralls that are converted no longer come out with a different skin color than they originally began with
Taking armor off thralls will no longer result in a glitch where they retain armor stats after a server restart.

Gameplay Fixes
Jumping into water should not give you frostbite
The health regen buff should now work as intended
Fence foundations can no longer be placed inside other foundation pieces to give non-diminishing stability
Fixed a case where your character could not perform actions after an avatar summon
Avatar of Mitra should now work properly after attacking
It should now be possible to ban users with the same name as the admin's name
A message now appears on projectiles that can be picked up
Wheel of Pain and Greater Wheel of Pain now take damage with regular weapons
Making a clan should now give the message "Clan Created", as intended
Drinking from Water Wells now correctly fills thirst meter
Shields take durability damage from other players again as intended
Fixed a case where it was impossible to place items down in the highlands
Foundations will no longer disappear when a player logs off away from a base in singleplayer.
Panthers are once again harvestable.
Toggling wield/unwield during a dodge roll no longer makes equipped items disappear
Fixed a case where it was possible to duplicate inventory items
Sewer Boss in the Dregs correctly attacks you when your character uses ranged weapons
Fixed an instance where any remaining dye in your dye window would be unusable
Avatar of Ymir should no longer be detached from the camera

General Bug Fixes and Improvements
Update to crash reporter
Fixed textures in the Frozen North
Fixed floating Deep Sand in Komodo Cave
Destructible items have been optimized
Shellfish and fish trap health amounts have been balanced
Entertainer health regen applies correctly
Dryer no longer has a thrall slot
Plant fiber will no longer be used as primary fuel instead of branches when starting a campfire for the first time
Fixed some floating rocks
Siege foundations have a decay timer again.
Fixed an issue with the Ice Rocknose Kings, where they could not attack targets too close to them.
Corrected broken shaders on landscapes.
Putrid meat no longer weighs more than what it previously weighed.
The client will no longer auto connect to the dedicated server from the main menu or singleplayer
The "return to inventory" option is no longer greyed out for the Standing and Braketed Torch
The descriptions for the Green Dragon Head and Red Dragon Head were previously switched
Fish traps no longer display zero health when looking at it with a repair hammer
Descriptions for Inverted Wedge Sloped Roofs has been corrected.

Known issues
Weapon and shield racks have a visual bug where something attached to them might disappear. The item is still there, it's just not being rendered in.
Shields on shield racks may disappear, leaving the player unable to interact with the shield rack. You can still dismantle the shield rack and get your shield back

The game is getting much better. They have added a lot of small things that have been lacking for a long time. And all of those small things add up to a much improved gameplay experience.

Ladders, sickles, and meat cleavers being major small additions that I've been looking for personally for a long time.

My list of wanted/expected features is shrinking. Here's what I'm still looking forward to before I really jump back in and hit this game hard again.

--Mounts
--Sorcery
--The Purge

They also announced the PS4 release date, which is going to be simultaneous to the official PC and XBO launch. I'm excited for the PS4 version and I'm still fully intending to play there when it is available. And I will definitely want to get a PA clan going.

The clan thing was "okay" on Elim's server but hopefully when full launch happens we can get a more stable online presence and help each other build, enthrall, and so forth and really build up a strong clan based on cooperation and teamwork.

Has anyone run through the Dregs recently? I went through there with a buddy the other night, and it seems like they changed the balance in there - for the worse.

Monsters we respawning extremely fast. In the past, if someone died or there was a wipe, we could usually get back through without needing to re-clear everything. But not anymore. Now it seems like rooms respawn in only about 10 minutes.

The other major thing was that the end boss seemed to have its damage ramped way up. It killed us a few times, and after dealing with the frustration of respawns every time we had to come through we just gave up. The boss was basically two shotting us. My character is 36, and my friend's character is 27. We should have been well within the level range for that, and I've duo'd it in the past with FragileFox on Elim's server.

I dunno. It ended up feeling like a colossal waste of time after wiping in there multiple times and then never being able to clear the boss because it's damage output was so ridiculously high.

This thread is pretty dead so I don't know if anyone else besides me is even still playing it.

But for those of you still interested in this game, the devs posted an hour-long video on Youtube showcasing their new combat mechanics.

I'll try to break down the bullet points version of it. It looks really neat and I'm definitely excited to see it go live.

Overview

Combat mechanics are being completely overhauled. Each weapon will now have Combos associated with it

Each weapon will have a Normal combo and a Heavy combo

Weapons will be divided into various classes, where the class of the weapon will determine extra side effects associated with that weapon type and its combos

The stat point page is being overhauled and new passive perks are being added and players can select a perk at major level-up milestones in each stat. Characters will become much more specialized in specific playstyles based on their perk selections.

Passive health regeneration is completely going away. Players will be able to eat food, use bandages, or other consumables to restore health

Food is being overhauled, and different food and meals will provide various stat buffs in addition to providing health regen. The regen rate of the food will be determined by food quality.

Weapons

Swords and other similar slashing weapons will be able to apply a crippling effect on combos

Maces are going to become the shieldbreaker weapon and their combos will be able to knock-aside or disregard a player in blocking stance

Axes are going to be considered a middle-of-the-road option and have some shared elements with swords, and some shared elements with maces.

Daggers are being overhauled to become dual wielded weapons, and dagger combos will stack up a bleed DoT effect, which increases in potency the more stacks that are applied. You also get a sweet new backflip move while wielding daggers that puts you way back out of harms way, much further than the standard evade button

Unarmed fighting is going to be given its own combos and will be much more effective in the future

A new "Kick" move is being added that will work while unarmed or while wielding any 2-handed weapon

Two handed swords are being added as a new weapon class. They will be crippling weapons like one hand swords, but swing slower and deliver much more damage

Two hand maces will be total shield smashers, and the heavy combo will allow you to lay out your opponent on the ground. Two hand maces also apply a Sunder Armor effect which stacks. Each stack of Sunder Armor reduces the overall effectiveness of armor. This will make Two handed maces essential for taking down heavily armored targets.

Javelins are being added as a new weapon class. You can fight with them as 1-handed weapons with a shield or other offhand, and they can also be thrown. You can carry stacks of Javelins (like ammo). Javelins will cripple a target if you hit them in the leg with a throw.

Bows are getting some new trick shot stuff with the Accuracy perk, and bows will be able to cripple with leg shots.

Crossbows are being completely removed from the game for the time being, with a promise that they will be added in later. It sounds like they don't really know what to do with crossbows in this new system, and since they reload slower, have slower animations, and all of that, they just decided to remove them from the game until a good niche solution can be found for them.

Misc

War Paint is being added as a new crafting consumable, which will be crafted at the alchemy bench. War Paints act as buffs to stats, so there will be a War Paint of Vitality, War Paint of Strength, and so forth, where you will gain a few extra ranks in that stat as long as the War Paint is active on your character.

Since daggers are being reworked into dual wield weapons, they are adding a new tool called Skinning Knives which will have the same functionality as daggers currently do.

NPC's will be able to use the new combos, and the difficulty rating of the NPC (rank 1-4) will determine how aggressively they use the combos.

Archer NPCs will sometimes be equipped with a melee weapon and they will be able to switch to melee when you are within melee range of them.

+3

Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular

I do wish they would add more thrall stuff to make my settlements feel more alive. (idle emotes, bed assignments with shift sleeping, patrols)

Yeah, that's really what I want more of. A big part of what separates this game from others like ARK or Subnautica is the thrall system, and I really hope they make it shine, or at least have it be moddable.

I was looking forward to increased movement speed over long distances. But more importantly than that, I want a beast of burden that I can take out with me on long mining runs to dump a ton of stone/iron/wood into the inventory of a mount. I also liked the idea of using mammoths and rhinos as mobile siege weapons.

But maybe having waystones for teleportation will help speed up travel enough that it will reduce the need for mounts.

It feels pretty good right now from a builder game perspective. I'm eagerly anticipating the combat overhaul, and I think that will really set this game apart from other games in the genre. But to me, it's already a very solid builder sandbox for allowing me to make castles, fortify them, and populate them with employees.